Cer'Piti, the Forest's MistakeCreature - Elk Horror~ can't be blocked except by seven or more creatures.Whenever ~ becomes the target of a spell or ability or attacks, each player creates a 0/1 green Plant creature token.The six clans of the Valley banded together to stave off the new, oncoming excrescence. Had there been seven clans of the Valley, they may have even succeeded.3/7

Thanks, everyone, for the patience! Between coming back from Taipei, getting locked out of my apartment, interviewing for a new role at work, celebrating my boyfriend's birthday in Zurich, and heading to New Delhi for a coworker's wedding - I've been strapped thin on time to grade this. Will have the next round up shortly.

Riddle of the TriskelionSorceryFor every nine permanents you control that do not share a name, choose one -* Draw three cards.* Create a 6/6 Construct artifact creature token.* Riddle of the Triskelion deals 9 damage to any target.

Okay. I understand that nine is a hard number to organically add to a card, but the numbers here feel very forced. In order to choose any one of the modes, you require nine unique permanents. To get double value, you need eighteen unique permanents (which would prove to be difficult). The first mode is the strongest with the third mode being the next strongest. The 6/6 creature token seems like the weakest option, tho getting it and one of the other modes seems reasonable enough.

Herald of the Witching Hour - Creature - EldraziFlying, ConvokeAs ~ enters the battlefield, you may search your library for any number of Eldrazi creature cards with different names and exile them.At the beginning of your upkeep, if you control exactly eleven other permanents, sacrifice them. Then, cast all Eldrazi creature cards you own from exile that were exiled by a card named ~ without paying their mana cost.Insanity shall reign with the strike of the midnight bell.3/7

Good. My first check this round is how natural the number is included on the design. I feel like this is a natural use of eleven. Eleven makes sense on an Eldrazi. The requirement for exactly eleven permanents other than the Eldrazi is also very Eldrazi. I like the game play challenge that this card creates to pull off successfully.

Chattering UprisingSorcery (U)Create five 1/1 green squirrel creature tokens. If you control five squirrel creatures, create 10 1/1 green squirrel creature tokens instead.He tried to sleep, but as the fire died down, all he could hear was that mindless crescendo of clacking teeth.

Good. This design is somewhere in the middle of the two modes of Increasing Devotion except it doesn't create 15 creature tokens in a game. Also, based on precedent, this design feels more white than green (despite the cutesy use of squirrel tokens and corresponding flavor). Decent design, but a little uninspired.

Swift RetributionInstant (R)Create a 4/4 white Angel creature token with flying. It fights target creature that dealt damage to you this turn."The righteous cannot stand aside when injustice occurs before their very eyes." - Aurelia

Great. The biggest thing that goes against this design is how unintuitive the wording is regarding valid targets. Otherwise, this is a very organic design where your number doesn't distract from the card.

Herald of the Infinite | Creature - Eldrazi | {MR}Trample, Indestructible: Herald of the Infinite's power and toughness becomes any number you choose. It can't deal damage this turn, and spells and abilities will count its power and toughness this turn as 0 instead. Use this ability only while Herald of the Infinite is tapped.8/8

Okay. I had the impression that the higher numbers for this round would produce a lot of Eldrazi. At first, I rated this design as though the activated ability lasted until end of turn and was very down on the design. Then, I noticed that the P/T change doesn't stop at the end of turn. Essentially, this card is a two turn kill. You cast it, pass turn, attack with it in the following turn, change the P/T to some arbitrarily high number, and win via trample damage. If not, you can do any number of Thud interactions to win the game.

Holy TrinityCreature - Angel IncarnationFlying, Lifelink, Vigilance~ enters the battlefield with 3 +1/+1 counters on itRemove a +1/+1 counter from ~: You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.0/0

Good. Overall, this card seems a bit weak. I like the workaround to have P/T effectively 3/3 without using 3 to do so. Five mana for a 3/3 flying, lifelink, vigilance creature is decent - but there have been stronger Angel precedents.

Sinister Dogma - EnchantmentWhen Sinister Dogma enters the battlefield, draw two cards.You can't cast more than two spells each turn.The most dangerous books are those that claim to obviate the need for any others.

Good. This card is powerful, especially in multiples since they scale well. It's hard to decide if this design is black or if it should be blue/black. I do see the argument for monoblack here.

Necroscopic Visions — Enchantment (M)Pay 1 life: Exile top card of your library face down. You may look at that card for as long as it remains exiled.At the beginning of your end step, choose a card exiled with Necroscopic Visions and put it into your hand.Omniscience, no matter the cost.

Gulmrek, The Living MountainLegendary Land-MountainGulmrek enters the battlefield tapped.Whenever a sorcery spell you control deals damage to one or more creatures, put an eruption counter on Gulmrek., remove three eruption counters from Gulmrek: Gulmrek becomes a 10/10 Elemental creature in addition to its other types. (This effect doesn't end at end of turn.)Once every century or so, some new tribe decides to settle around her base. Once every century or so, she feeds.

Great. This design is flavorful and it effortlessly uses 10 twice without seeming too out-of-place. Easily the best design of the round.

Explosive ImaginationInstantExile the top six cards of your library. You may cast any number of them with a combined converted mana cost of 6 or less without paying their mana costs.Red mages excel at being unpredictably predictable.

Great. This is exactly the type of card that red should get, but for some reason is always a bit shy of getting it. It's temporary card advantage, "free" spells, and good flavor.

Cer'Piti, the Forest's MistakeCreature - Elk Horror~ can't be blocked except by seven or more creatures.Whenever ~ becomes the target of a spell or ability or attacks, each player creates a 0/1 green Plant creature token.The six clans of the Valley banded together to stave off the new, oncoming excrescence. Had there been seven clans of the Valley, they may have even succeeded.3/7

Good. The first ability basically reads "~ can't be blocked" even with mutual plants. Overall, I like the design space that this card explores, though I don't think it's the best version of it.

The following ten card designers have passed and will, therefore, be continuing their quest to become YMtC's Next Top Card Designer:

As always, below are the two lowest scoring competitors for this round. One will be eliminated and the other will continue:

Spoiler

Will it be, YingLung? Last round, you designed a commander-only design. The audition round, you designed an aura that had a few flaws, but great flavor and gameplay interactions. Your design this round requires you to jump through hoops to select a single mode and the modes aren't equal in power level.

-OR-

Will it be, Yarium? Last round, you designed a card that was very narrow in its application. The audition round, you designed an interesting commander-only design. Your design this round comes across as complicated for the sake of being complicated - though it has grown on me each time I reread/rethink about it.

Spoiler

YingLung will be continuing in the competition. Overall, the design quality of you and your competitor were very average. Each round, however, your designs seemed to be slightly more interesting / less restrictive.

This was a hard decision, Yarium, but you are eliminated. Please go home, pack your bags, and leave the competition.As I told YingLung, overall both of your overall designs were very medium. Neither of you scored a Great in previous rounds. For you in particular, many of your designs were more restrictive than your competitor's -your design last round and during the audition round- and that's what got you axed. Hope to see you again in the future!

Another competitor down. With only ten left in the competition, who will rise to the top and become YMtC's Next Top Card Designer? This title will bring prestige, it will bring countless fans, and it will bring some haters. thank u, next round.

Below, you will find the next criteria for the ten of you:

Each of you have been assigned one of the ten Ravnica guilds. Your challenge is to design a card with an existing set mechanic from a non-Ravnica set. Choose your set mechanic wisely - it needs to make sense in the guild.

razorborne - Azorius

Mown - Dimir

Silly - Rakdos

Confused - Gruul

Eph - Selesnya

Malikot - Orzhov

Dudibus - Izzet

Lilystorm - Golgari

Q - Boros

YingLung - Simic

I've said it before, but I'll say it again - your designs are grouped in Great, Good, and Okay. After the round is over and the designs have been graded, there will be a bottom two. These designers will be evaluated based on their past and current designs and only one will continue in the rest of the competition.

You have until 6PM PST on 12/19 to submit and finalize your designs. Best of luck!

To clarify, when you say "set mechanic," do you mean "keyword ability, keyword action, or ability word," or "any overarching theme with a solid mechanical identity"? For example, Naya had a solid "power 5 or greater" theme, but it was never given a keyword.

Azarah, Daring Blood WitchLegendary Creature - Human Cleric (R)If you have exactly one card in your hand, that card has madness. The madness cost is equal to its mana cost."Really? You'd have to be crazy to think that would work." - Unnamed Boros guardsman, last words3/1

Madness is an excellent fit for the Cult of Rakdos. It's a clear flavor match, given that the majority of the guild is comprised of insane hedonists. It is also mechanically synergistic with what the guild already wants to be doing. One of Rakdos's existing mechanics is Hellbent, which gives the player an incentive to quickly play or discard cards from their hand for value. With madness thrown into the mix, Rakdos gets even more exciting, being able to discard cards to a spell or ability for an advantage, trigger madness, and enable Hellbent, all at the same time.

_________________

Dwarven Vow #7

Last edited by Silly on Tue Dec 11, 2018 2:15 pm, edited 1 time in total.

Burgeoning HydrangeaCreature - Plant Mutant: Add and put a +1/+1 counter on Burgeoning Hydrangea. If there are 5 or more +1/+1 counters on Burgeoning Hydrangea, you may transform it.1/2Climbing plants have adapted well to city life...////////////////////////////////////////Deciduous HydraCreature - Hydra Mutant, Remove a +1/+1 counter from Weeping Hydra: Target creature gets +2/+2 until end of turn. If there are no more +1/+1 counters on Weeping Hydra, transform it.2/1...though many require regular pruning to keep from damaging important infrastructure.

All simic transformers would trigger on the accumulation of +1/+1 counters. While Simic has always been about modifying and enhancing creatures, it has always been a one-note progression. Transformation is the ultimate art of the guild, taking natural organisms and twisting and cultivating them into unnatural forms of powerful utility.

Elusive AgitatorCreature — Human RogueSkulk (This creature can’t be blocked by creatures with greater power.)Whenever ~ attacks, up to one other target creature gets +1/+0 until end of turn.A cause of much anger, yet the subject of none.1/1

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